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DRAUGHTS, 

or CHECKERS. 

THE IMPLEMENTS. 

A draught-board and dratights-men are required. 

The board, which is square, is generally made of leather or wood. 

The surface of the board is divided into sixty-four squares of equal 
size, eight on each of the four sides. The squares are colored alternately 
white and black, or white and red. 

The men, which are flat at the top and bottom and circular at the cir- 
cumference, are generally made of ivory or wood. 

The men are twenty-four in number. Of these, twelve (which belong 
to one player) are colored black or red ; and twelve (which belong to the 
other player) are colored white. 

The men and kings are called pieces. 

Draughts is played by two persons, who occupy positions opposite to 
each other, where the words " Black " and "White " occur it Diagram i. 

DIAGRAM I. 




SLACK, 



4 DRA UGHTS. 

The board is usually placed with a white square in the right-hand 
corner, and the men on the black squares, as in Diagram I. Some play- 
ers place the men on the white squares, when there should be a black 
corner to the right hand. It is immaterial which method is employed, so 
long as there is no man in a right-hand corner square, or, as it is tech- 
nically termed, so long as there is a double corner to the right. 

The players having determined which shall have the black men and 
which the white (see Law 14), the game is opened by the player 
who has the black men moving one of his men in the manner which will 
be presently explained. His adversary then moves a man, and so on al- 
ternatively. The game thus proceeds until one of the players (it being 
his turn to move) has all his pieces so blocked that he cannot move any, 
or until all his pieces are captured (see Capturing). The player who is 
blocked, or who has no piece left on the board, loses the game. 

If neither player can obtain sufficient advantage in force or position to 
enable him to win, the game is drawn. When one player appears 
stronger than the other in force or position, he may be required to win in 
forty of his own moves ; if he fails, the game is drawn. 



DIAGRAM II. 

WHITE. 





~JH 


■P 

03 


■ 


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m 


111 
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Mil 


PI 
P 


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1 



BLACK. 

MOVING. 
A move is made by pushing a man from the square on which he stands 



DRA UGHTS. 5 

to an adjacent unoccupied square of the same color, right or left. The 
move is always fonvard — i. e., when Black moves, the man approaches 
the word "White" (see A, Diagram 2), and when White moves, the 
man approaches the word " Black." 

CAPTURING. 

When a man meets an opponent's man, no further move can be made 
in that direction, unless there is a vacant square immediately beyond one 
of the men, in which case he is said to be unguarded. If a man that 
meets another is unguarded himself on the move, or if the man that is 
met is or becomes unguarded after the next move, the player must cap- 
ture the adverse man, which he does by placing his man on the vacant 
square immediately beyond (see B, Diagram 2, it being Black's turn to 
move), and removing the adverse man from the board. If two or more 
men are so placed that one vacant square intervenes between each, in a 
direction that the capturing man can move, he must take all that are en 
prise at the same time (see C, Diagram 2, Black to move). 

HUFFING. 

If a player neglects to capture when able, the adversary has the option 
(a) of allowing the move to stand ; (d) of requiring the player who moved 
without capturing to replace the man moved, and to take the man or mei 
en prise; or (c) of huffing, which is done thus: The last move stands 
good, and the man that could have captured is removed from the board 
as a penalty for not taking. 

A player who huffs also makes a move. Huffing is not a move, or, in 
technical terms, " huff and move go together." The huff must be made 
before the move, or the right of huffing is lost ; but if the player at his 
next move again neglects to capture, his adversary has the same options 
as before. 

If a player can capture on more than one square, he may elect which 
way he will take ; if able to capture one man on one square, and more 
than one on another, he is not obliged to take the larger number. But, 
if lie elects to capture the larger number, he must take all of that lot which 
are e7i prise. Should he overlook any, he is liable to be huffed, or may 
be compelled to take the remainder. Thus, if in C, Diagram 2, Black 
only takes two men, those two are removed from the board (the capture 
being so far completed), and Black may be huffed, or may be compelled 
to capture the third man, or the move may be allowed to stand. 



DRA UGHTS. 



KINGS. 



When a man belonging to either player reaches one of the squares far- 
thest from his own end of the board, whether by moving or capturing, he 
becomes a king. Thus, in Diagram 2, C, if the black man captures the 
three white men he becomes a king. 

To distinguish kings from men the kings are crowned — i. e. , the adver- 
sary places another man of the same color on the one that has just become 
a king. 

A king moves and captures in precisely the same way as a man, with 
the additional privilege that he can do so either forward or backward. 
Consequently, if after one capture he meets an unguarded piece, he con- 
tinues the capture in any direction. 

An unguarded king can also be captured by a piece, just as in the case 
of a man. 

A king is liable to be huffed for not capturing, or the adversary may 
allow the move to stand, or may compel the king to take, just as in the 
case of a man. 

When a man becomes a king his move is finished — i. e., if there is a 
man or king en prise of the new-made king, it cannot be captured until 
the adversary has made his next move. This rule does not apply to a 
king already made when he captures, but only to a man that becomes a 
king on the move. 

HINTS. 

1. The game of Draughts has been so thoroughly analyzed that the 
answer to every move is known by all good players. In order to play 
well, the published openings in more extended works on Draughts must 
be studied. 

2. For beginners it may be observed that it is better, as a rule, to move 
into the middle of the board than to the sides, as a man at the side can 
only move in one direction, and, consequently, half his power is lost. 

3. It is advisable to make a king as early in the game as possible. 

4. As soon as a player has an advantage in force, he should make as 
many exchanges as possible. 

5. When the force of each player is equal, it is generally an advantage 
to have the move, but not always. 

To have the move does not mean to be next to move, but to occupy 
such a position as to be able to secure the last move. Thus : place a 
black and a white man, as in Diagram 3, on the column to the extreme 
left of the board, and remove from the board the other pieces, which illus- 



DRA UGHTS. 7 

trate another position. Black has to play. White has the move, ana 
must win. But had White to play, Black would have the move, and must 
win. Again : remove the two men from the column to the left, and re- 
place (as in Diagram 3) the two men and two kings previously removed. 
Black to play. Black has the move, and wins. He first moves his man. 
White's best reply is to play the white king to the square just vacated by 
Black's man. Black then moves his man to the right, putting him en 
prise of White's man, who captures. Black then moves his king forward 

DIAGRAM III. 

WHITE. 





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to the right. White's only move now is his king. Black captures, and 
blocks White's remaining man, and, as White has no move, Black wins. 
To ascertain which player has the move, add together all the pieces on 
alternate columns. If their sum is odd, the next player has the move ; 
if their sum is even, the last player has the move. For example : in the 
first case given in Diagram 3, there are two men on one column (the 
others it will be remembered are to be removed from the board). Their 
sum is even, consequently the last player has the move. In the second 
case given in Diagram 3 (remove the two men on the left column, and 
replace the other two men and two kings), there is only one man on the 



8 DRA UGHTS. 

alternate columns, commencing with a black square from Black's end of 
the board. Consequently, one being an odd number, Black, who is the 
next player, has the move. A similar result is arrived at, if the men and 
kings on the columns commencing with a white square are added together. 

At the beginning of a game the second player has the move, but it is of 
no use to him at this stage. 

An exchange of one man for one man, or of one king for one king, 
changes the move. Consequently, the player who has the move should 
avoid exchanging, unless he can force a second exchange, and so keep 
the move. 

POLISH DRAUGHTS. 

The original game of Polish Draughts was played on a board of one hun- 
dred squares with forty men ; but now an ordinary draught-board and 
men are commonly used. 

The men move like the men at Draughts, but capture like kings at 
Draughts — i. £., either forward or backward. A man reaching one of the 
squares farthest from his own end of the board, is crowned and becomes 
a queen. A queen moves like a bishop at chess — i. e., along any of the 
four diagonals she guards, and can remain on any unoccupied square of 
that diagonal, provided the intermediate squares are vacant. If there is 
an unguarded piece on one of the diagonals within a queen's range—?'. <?., 
no guarded piece intervening, she must capture, and may remain on any 
unoccupied square of that diagonal beyond the piece captured, provided 
the intermediate squares are vacant. But if there is another unguarded 
piece on the board, the capturing queen is bound to choose, if possible, 
the square of the diagonal from which another capture can be made. 
Also, if by the uncovering of a square during the captures another piece 
becomes unguarded, it is similarly liable to be captured on the move. In 
consequence of the intricacy of some of these moves it is imperative to 
remove from the board every piece as it is taken. 

If a man in capturing reaches a crowning square, and there is another 
piece en prise of a man's move, the move is not finished as at Draughts, 
and passing the crowning square in capturing does not entitle the man 
moved to be made a queen. 

If a player is able to capture in more than one direction, he is bound 
to choose the capture which comprises the greatest number of pieces. 
Thus, three men must be taken in preference to two queens ; if the num- 
bers are equal the player may take which set he chooses. 

If a player neglects to capture, or does not capture all the pieces he 
can, or does not choose the move by which he can capture the greatest 



DRA UGHTS. g 

number, the adversary may huff, or may compel the player to complete 
the capture, or may allow the move to stand. 

When two pieces of one color are played on a diagonal with one un- 
occupied square between them to which the adversary can move, the po- 
sition is called a lunette. If a lunette is entered, one of the adversary's 
pieces must be captured. It is often laid as a snare by a skilful player ; 
therefore, before entering a lunette it is well to consider what will be the 
position after the capture. 

A single queen against three queens can draw. A player with a queen 
and a man against three queens should sacrifice the man, as the game at 
this point is more easily defended with the queen alone. 

LAWS OF DRAUGHTS. 
CHOICE OF MEN AND FIRST MOVE. 

i. The choice of color for the first game is determined by lot. After 
this, if a series of games is played, the players take the white and black 
men alternately. 

2. The player who has the black men has the first move, whether the 
previous game was won or drawn. 

TOUCH AND MOVE. 

3. If a player whose turn it is to play touches a piece he must move it, 
unless, prior to touching it, he intimates his intention of adjusting it. If 
a piece that cannot be moved is touched, there is no penalty. 

MOVING. 

4. A move or a capture is completed as soon as the hand is withdrawn 
from the piece played to another square. 

5. If a piece is moved over the angle of the square on which it is 
stationed, the adversary may require the move to be completed in that 
direction. 

6. If a player makes a false or illegal move, the adversary may require 
the piece improperly moved to make its proper move in either direction 
he pleases, or he may allow the false move to stand. If the piece cannot 
be legally moved there is no penalty beyond the option of allowing the 
false move to stand. 

7. If a player captures one of his own pieces, the adversary may have 
it replaced or not at his option. 

8. If more than one piece can be captured at one move, and the player 



IO DRAUGHTS. 

removes his hand from the capturing piece while any of the pieces en 
prise are untaken, the move is completed, and the player is liable to 
Law ii. 

9. When a player pushes a man to king, his adversary is bound to 
crown. 

10. Each player is obliged to move within a specified time, which must 
be agreed on before play commences. A player who does not move with- 
in the specified time loses the game. 

Example. — Suppose five minutes and one minute are agreed on, and 
when there is only one way of taking one or more pieces, or only one 
move on the board, one minute and one minute. At the expiration of 
five minutes in the first case, and of one minute in the second, time is 
called, and the move must be made in one minute more. 

HUFFING. 

11. If a player neglects to capture when able, the adversary may (a) 
allow the move to stand good ; or, (b) compel the capture ; or, (c) may 
huff the piece that could have captured. 

12. If a player entitled to huff touches the adverse piece that could have 
captured, he must huff. If he moves without huffing, he cannot huff 
afterward ; but if the adversary again neglects to capture, the player has 
again the options in Law 11. 

COUNTING THE MOVES AND ODDS. 

13. A player who has a superiority of force may be required to win in 
forty of his own moves {i. e., forty by each player), computed from the 
move on which notice is given. If he fails to win in forty moves, the 
game is drawn. And 

14. When two kings remain against one, the player with two kings may 
be similarly required to win in twenty moves. 

15. When the odds of the draw are given, and the game can be ren- 
dered equal by repeating the same moves, the player giving the odds may 
be required to win in twenty moves. If he fails, the game is counted 
against him. 

DIRECTIONS FOR PLAYING DRAUGHTS. 

Draughts being a game of calculation, as such craves wary policy. 
The diagrams represent the board and men in their original position ; 
and also the mode in which the squares are conventionally numbered foi 



DRA UGHTS. 



II 



the sake of reference.* It will be seen that the upper half of the board is 
occupied by the twelve black men, and the lower half by their antago- 
nists, the white. 

The men being placed, the game is begun by each player moving al- 
ternately one of his men, along the white diagonal on which they are first 
posted. The men can only move forward, either to the right or left, one 
square at a time, unless they have attained one of the four squares on the 
extreme line of the board, on which they become kings, and can move 
either forward or backward, but still only one square at a time. The 
men take in the direction they move, by leaping over any hostile piece or 
pieces that may be immediately contiguous, provided there be a vacant 
white square behind them. The piece or pieces so taken are then re- 
moved from off the board, and the man taking them is placed on the 
square beyond. If several pieces, on forward diagonals, should be ex- 
posed by alternately having open squares behind them, they may all be 
taken at one capture, and the taking piece is then placed on the square 





beyond the last piece. To explain the mode of taking by practical illus- 
tration, let us begin by placing the draughts in their original position. 
You will perceive that if Black should move first he can only move one of 
the men placed on 9, 10, n, or 12. Supposing him then to play the man 
from 11 to 15, and White answering this move by playing his piece from 
22 to 18, Black can take White by leaping his man from 15 to 22 and re- 
moving the captured piece off the board. Should Black not take in 
the above pesition, but move in another direction — for instance, from 12 
to 16 — he is liable to be huffed ; that is, White may remove the man with 



* Practiced players who have studied printed games, are generally so familiar 
with the numerical position of the square, that they can read and comprehend 
a series of intricate moves without even referring to the board 



12 DRAUGHTS. 

which Black should have taken, from the board, as a penalty for not tak- 
ing ; for, at Draughts, you have not the option of refusing to take, as at 
Chess, but must always take when you can, whatever be the consequence. 
The player who is in a position to huff his adversary has also the option 
of insisting on his taking, instead of standing the huff. When one party 
huffs the other, in preference to compelling the take, he does not replace 
the piece his adversary moved ; but simply removes the man huffed, from 
off the board, and then plays his own move. Should he, however, insist 
upon his adversary taking the piece, instead of standing the huff, then the 
pawn improperly moved must first be replaced. 

To give another example of huffing. Suppose a white man to be placed 
at 28, and three black men at 24, 15, and 6, or 24, 16, and 8, with unoc- 
cupied intervals he would capture all three men, and make a king, or be 
huffed for omitting to take them all ; and it is not uncommon with nov- 
ices to take one man, and overlook a second or third en prise (i. e. t liable 
to be taken). 

When either of the men reaches one of the extreme squares of the 
board, he is, as already indicated, made a king, by having another piece 
put on, which is called crowning him. The king can move or take both 
forward or backward ; keeping, of course, on the white diagonals. Both 
the king and common man can take any number of pieces at once which 
may be en prise at one move, and both are equally liable to be huffed. 
For instance : if white, by reaching one of the back squares on his antag- 
onist's side, say No. 2, had gained a king, he might, upon having the 
move, and the black pieces (either kings or men) being conveniently 
posted at No. 7, 16, 24, 23, and 14, with intermediate blanks, take them 
all at one fell swoop, remaining at square 9. But such a coup could 
hardly happen in English Draughts. One of the great objects of the 
game, even at its very opening, is to push on for a king ; but it is unnec- 
essary to dwell much on the elementary part of the science, as the playing 
through one of the many games annexed, from the numbers, will do 
more in the way of teaching the rudiments of Draughts than the most 
elaborate theoretical explanation. 

The game is won by him who can first succeed in capturing or blocking 
up all his adversary's men, so that he has nothing left to move ; but when 
the pieces are so reduced that each player has but a very small degree of 
force remaining, and, being equal in numbers, neither can hope to make 
any decided impression on his antagonist, the game is relinquished as 
drawn. It is obvious that were this not the case, and both parties had 
one or two kings, the game might be prolonged day and night, with the 
same hopeless chance of natural termination, as at the first moment of 



DRAUGHTS. 1 3 

the pieces being resolved into the position in question. It has already 
been shown that when a man reaches one of the squares on the extreme 
line of the board, he is crowned and becomes a king- ; but there is another 
point relative to this, which it is necessary to understand. The man thus 
reaching one of the extreme squares, finishes the move on being made a 
king, and cannot take any piece which may be en prise. He must first 
await his antagonist's move, and should he omit to remove or fortify an 
exposed piece, it may then be taken. To exemplify this, place a white 
man on n, and black men on 7 and 6 : white, having the move, takes 
the man, and demands that his own man should be crowned ; but he 
cannot take the man on 6 at the same move, which he could do were his 
piece a king when it made the first capture. But if the piece be left there 
after the next move, he must take it. 

In particular situations, to have the move on your side is a decisive 
advantage. This is a matter little understood by ordinary players, but 
its importance will fully appear by studying the critical situations. To 
have the move, signifies your occupying that position on the board which 
will eventually enable you to force your adversary into a confined situa- 
tion, and which, at the end of the game, secures to yourself the last move. 
It must, however, be observed, that where your men are in a confined 
state, the move is not only of no use to you, ! ut, for that very reason, 
may occasion the loss of the game. To know in any particular situation 
whether you have the move, you must number the men and the squares, 
and if the men are even and the squares odd, or the squares even and the 
men odd, you have the move. With even men and even squares, or 
odd men and odd squares, you have not the move. This will be best ex- 
plained by an example. Look, then, at the 8th critical situation, where 
White plays first : there the adverse men are even, two to two ; but the 
White squares, being five in number, are odd. The squares may be 
thus reckoned — from 26, a White king, to 28, a Black king, are three, 
viz. : 31, 27, and 24 — the White squares between 32, a White man, and 
19, a Black man, are two, viz. : 27 and 23. You may reckon more ways 
than one, but reckon which way you will, the squares will still be found 
odd, and therefore White, so situated, has the move. When you have 
not the move, you must endeavor to procure it by giving man for man, 
a mode of play fully and successfully exemplified in this treatise. ' 

There is another mode which will, in less time than reckoning the 
squares, enable you to see who has the move. For instance, if you 
wish to know whether any one man of yours has the move of any one 
man of your adversary's, examine the situation of both, and if you find 
a Black square on the right angle, under his man, you have the roQVe, 



14 DRAUGHTS. 

For example, you are to play first, and your White man is on 30, when 
your adversary's Black man is on 3. In this situation, you will find the 
right angle in a black square between 31 and 32, immediately under 3, 
arid therefore you have the move. This rule will apply to any number 
of men, and holds true in every case. 

To play over the games in this work, number the White squares on 
your draught-board from 1 to 32, and remember that in the diagrams 
the Black pieces always occupy the first twelve squares. The abbrevia- 
tions are so obvious that they cannot need explanation ; as B. for Black, 
W. for White, Var. for Variation, etc. Occasionally, stars (asterisks) 
are introduced,, to point out the move causing the loss of the game. The 
learner begins with the first game and finding the leading move to be 
11 . 15 (that is, from 11 to 15), knows that Black begins the game. The 
second move 22 . 18 belongs to White, and the game is thus played out ; 
each party moving alternately. After finishing the game, the player pro- 
ceeds to examine the variations to which he is referred by the letters and 
other directions. The numerous variations on some particular games, 
and the consequent necessity each time of going through the leading 
moves up to the point at which the variation arises, will, probably, at 
first, occasion some little fatigue ; but this will soon be forgotten in the 
speedy and decided improvement found to be derived from this course of 
study. One of the minor advantages resulting from a numerous body of 
variations is, that, in tracing them out, the leading moves are so fre- 
quently repeated that they become indelibly fixed in the mind of the 
player, who thus remembers which moves are to be shunned as danger- 
ous if not ruinous, and which moves are to be adopted as equally sound 
and scientific. 

As to general advice relative to draught-playing, next to nothing can 
be learned from a volume of such instruction. The various modes of 
opening will be seen by reference to the accompanying examples. Among 
the few general rules that can be given, you should bear in mind that it 
is generally better to keep your men in the middle of the board, than to 
play them to the side squares, as, -in the latter case, one-half of their 
power is curtailed, And when you have once gained an advantage in 
the number of your pieces, you increase the proportion by exchanges ; 
but in forcing them you must take care not to damage your position. If 
you are a chess player, you will do well to compare the draughts in their 
march and mode of manceuvering with the pawns at Chess, which, as well 
as the bishops, or other pieces, are seldom so strong on the side squares 
as in the centre of the board. Accustom yourself to play slow at first, 
and, if a beginner, prefer playing with those who will agree to allow an 



DRAUGHTS. 1 5 

unconditional time for the consideration of a difficult position, to those 
who rigidly exact the observance of the strict law. Never touch a man 
without moving it, and do not permit the loss of a few games to ruffle 
your temper, but rather let continued defeat act as an incentive to greater 
efforts both of study and practice. When one player is decidedly stronger 
than another, he should give odds, to make the game equally interesting 
to both parties. There must be a great disparity indeed if he can give a 
man, but it is very common to give one man in a rubber of three games ; 
that is, in one of the three games, the superior player engages to play 
with only eleven men instead of twelve. Another description of odds 
consists in giving the drawn games ; that is, the superior player allows 
the weaker party to reckon as won, all games he draws. Never play with 
a better player without offering to take such odds as he may choose to 
give. If you find yourself, on the other hand, so superior to your adver- 
sary, that you feel no amusement in playing even, offer him odds, and 
should he refuse, cease playing with him unless he will play for a stake ; 
the losing which, for a few games in succession, will soon bring him to 
his senses, and make him willing to receive the odds you offer. Follow 
the rules of the game most rigorously, and compel your antagonist to do 
the same ; without which, Draughts are mere child's play. If you wish 
to improve, play with better players, in preference to such as you can 
beat ; and take every opportunity of looking on when fine players are en- 
gaged. Never touch the squares Of the board with your finger, as some 
do, from the supposition that it assists their powers of calculation, and 
accustom yourself to play your move off-hand when you have once made 
up your mind, without hovering with your fingers over the board for a 
couple of minutes, to the great annoyance of the lookers-on. While you 
play, do not fall into the vulgar habit of incessantly chattering nonsense ; 
and show no impatience at your adversary, should he be a little slow. 
Finally, bear in mind what may well be termed the three golden rules to 
be observed in playing games of calculation : Firstly, to avoid all boast- 
ing and loud talking about your skill ; secondly, to lose with good tem- 
per ; and, thirdly, to win with silence and modesty. 

LAWS OF THE GAME. 
1. The first move of each game is to be taken by the players in turn, 
whether the game be won or drawn. For the move in the first game 
at each sitting, the players must cast or draw lots, as they must for the 
men, which are, however, to be changed every game, so that each player 
shall use the black and white alternately. Whoever gains the choice 
may either play first, or call upon his adversary to do so. 



1 6 DRAUGHTS. 

2. You must not point over the board with your finger, nor do any- 
thing which may interrupt your adversary's full and continued view of 
the game. 

3. At any part of the game you may adjust the men properly on the 
squares, by previously intimating your intention to your adversary. This 
in polite society is usually done by saying "J'adoube." But after they 
are ao adjusted, if you touch a man, it being your turn to play, you must 
play him in one direction or other if practicable ; and if you move a man 
so far as to be in any part visible over the angle of an open square, thai 
move must be completed, although by moving it to a different square you 
might have taken a piece, for the omission of which you incur huffing. 
The rule is "touch and move." No penalty, however, is attached to 
your touching any man which cannot be played. 

4. In the case of your standing the huff, it is optional on the part of 
your adversary to take your capturing piece, whether man or king, or to 
compel you to take the piece or pieces of his, which you omitted by the 
huff. The necessity of this law is evident, when the young player is 
shown that it is not unusual to sacrifice two or three men in succession, 
for the power of making some decisive " coup.' 1 '' Were this law different, 
the players might take the first man so offered, and on the second's being 
placed " en prise" might refuse to capture, and thus spoil the beauty of 
the game (which consists in the brilliant results arising from scientific cal- 
culation), by quietly standing the huff. It should be observed, however, 
that on the principle of " touch and move," the option ceases the moment 
the huffing party has so far made his election as to touch the piece he is 
entitled to remove. After a player entitled to huff has moved without 
taking his adversary, he cannot remedy the omission, unless his adver- 
sary should still neglect to take or to change the position of the piece con- 
cerned, and so leave the opportunity. It does not matter how long a 
piece has remained " en prise" it may at anytime either be huffed or the 
adversary be compelled to take it. When several pieces are taken at one 
move, they must not be removed from the board until the capturing piece 
has arrived at its destination ; the opposite course may lead to disputes, 
especially in Polish Draughts. The act of huffing is not reckoned as a 
move, a " huff and a move " go together. 

5. If, when it is your turn to play, you delay moving above three min- 
utes, your adversary may require you to play ; and should you not move 
within five minutes after being so called upon, you lose the game ; which 
your adversary is adjudged to have won, through your improper delay. 

6. When you are in a situation to take on either of two forward diar- 
pnals, you may take which way you please ; without regard (as in polish 



DRAUGHTS. jy 

Draughts) to the one capture comprising greater force than the other. 
For example, if one man is " en prise" one way and two another, you 
may take either the one or the two, at your option. 

7. During the game, neither party can leave the room without mutual 
agreement ; or the party so leaving forfeits the game. Such a rule, how- 
ever, could only be carried out with certain limitations. 

8. When, at the end of the game, a small degree of force alone remains, 
the player appearing the stronger may be required to win the game in a 
certain number of moves ; and, if he cannot do this, the game must be 
abandoned as drawn. Suppose that three Black kings and two White 
kings were the only pieces remaining on the board ; the White insists that 
his adversary shall win or relinquish the game as drawn, after forty * 
moves (at most) have been played by each player. The moves to be com- 
puted from that point at which notice was given. If two kings remain 
opposed to one king only, the moves must not exceed twenty on each 
side. The number of moves once claimed, they are not to be exceeded, 
even if one more would win the game. A move, it should be observed, 
\s not complete until both sides have played ; therefore, twenty moves, 
so called, consist of twenty on each side. In giving the odds of "the 
draw," the game must, however, be played to a more advanced state than 
is required in any other case. When, in such a game, the situations be- 
come so equal that no advantage can be taken, he who gives the draw 
shall not occasion any unnecessary delay by uselessly repeating the same 
manoeuvres ; but shall force his adversary out of his strong position, or, 
after at most twenty moves, lose the game through its being declared 
drawn. 

9. Bystanders are forbidden to make any remarks whatever relative to 
the game, until that game shall be played out. Should the players be con- 
tending for a bet or stake, and the spectator say anything that can be 
construed into the slightest approach to warning or intimation, that 
spectator shall pay all bets pending on the losing side, should that side 
win which has received the intimation. 

xo. Should any dispute occur between the players, not satisfactorily 
determined by the printed rules, the question must be mutually referred 
to a third party, whose decision shall be considered final. Of course, 
should a player commit any breach of the laws, and refuse to submit to 
the penalty, his adversary is justified in claiming the game without play- 
ing it out. 

11. Respecting a false move, such as giving a common man the move 

* We think half the number would be better. 



i8 



DRA UGHTS. 



of a king, or any other impropriety of the same sort, the law varies in 
different countries as to the penalty to be exacted by the opposite party. 
We cannot but suppose that such mistakes are unintentional, and con- 
sider it sufficient penalty, that in all such cases the piece touched must be 
moved to whichever square the adversary chooses ; or he has the option 
of allowing the false move to stand, if more to his advantage. Should 
the piece be unable to move at all, that part of the penalty cannot be 
inflicted. 

12. The rule (almost universal with English Draughts) is to play on 
the white squares. The exception (limited, we believe, to Scotland) is to 
play on the black. When, therefore, players are pledged to a match, 
without any previous agreement as to which squares are to be played on, 
white must be taken as the law. The color of the squares, excepting so 
far as habit is concerned, makes no difference in their relative position 
on the board. 

In all cases, a player refusing to take, to play, or to comply with any of 
the rules, loses the game. Hence the saying, " Whoever leaves the game 
loses it." 



CRITICAL POSITIONS, TO BE WON OR DRAWN BY 
SCIENTIFIC PLAY. 

Throughout these critical situations, the whites are supposed to have 
occupied the lower half of the board ; their men are, consequently, mov- 
ing upwards. 

No. i. No. a. 

White to move and win* White to move a?zd win. 





* This situation occurs in a great number of games, and ought to be well 
understood. 



DFA UGHTS. 



19 



No. 3. 
White to rnove and draw* 




No. 4. 
Either to move. W. win. 




No. 5. 

White to move and win. 




No. 7. 
White to move and win. 




No. 6. 
White to move and win. 




No. 8. 
White to move and win. 




*This situation often occurs when each player has equal men on different 
parts of the board ; black, however, not being able to extricate those men, it 
becomes a draw. 



20 



DRA UGHTS. 



No. 9. 
White to move and win. 




No. 10. 
White to move and win. 




No. ii. 
White to move and win. 




No. 12. 
White to move and win. 




No. 13. 
White to move and win. 




DRA UGHTS. 



21 



EXAMPLES OF GAMES, FROM STURGES. 



Osiaue 1. 


4- 8* > 


25.21 


11. 7 


E. 


11.15 


31.27 


9.13 


18.22 


2. 9 


22.18 


24.20 


11. 7 


7- 3 


28.19 


15-22 . 


27.23 


W. wins. 


5- 9 


9.14 


25.18 


8. 11 




3- 7 


25.22 


8. 1 1 Var. 


23.18 


A. 


9-13 


1. 6 


29.25 


11. 8 


9.14 


7.10 


32.28 


4- 8 


18.15 


17.10 


22.25 C. 


6. 9 F. 


25.22 


B. wins. 


6.15 


10.14 


31-27 


12.16 




27.24 . 


25.29 


9-i3 


24.20 


Tar. 


8.12 


31.27 


27.24 


10.15 


12.16 


24.19 


29.25 


i3-i7 ' 


27.24* 


29.25 


15.24 


Drawn. 


22.18 


16.19 


8. 11 


28.19 




14.17 


23.16 


24.20 


5- 9 


C. 


23.18 


15-19 


10.15 


13. 6 


13-17 


16.23 


24-15 


25.22 


1. 10 


10.14 


24.19 


9.14 


4. 8 


32.28 


17.21 


W. wins. 


18. 9 


21.17 


3- 7 


14.17 




11.25 


7.10 


28.24 


22.25 


F. 


32.27 


17.14 


10.14 


17.22 


6.10 


5-14 


10.17 


31.26 


25.29 


28.24 


27.23 


22.13 


14.18 


22.26 


5- 9 


6.10 


15.22 


Drawn. 


29.25 


31-27 


16.12 


26.17 




31.27 


9-13 


8.11 


8. 12 A. 


B. 


W. wins. 


22.18 


28.24 


27.24 


25.21 




13.17 


25.29 


3- 7 


10.14 


D. 


18. 9 


30.25 


30.25 


17.10 


28.19 


17.22 


29.22 


7.10 


6.15 


9.14 


9. 6 


26.17 


24. 19 B. 


13. 6 


25.22 


22.26 


11.J5 


10.14 


2. 9 


2. 6 


6. 2 


20.16 


17.10 


24.19 


22.18 


26.31 


15.18 


6.24 


15.24 


6.10 


2. 7 


24.20 


13- 6D. 


28.19 


18. 9 


10.14 


18.27 


1.10E. 


9.14 


5-14 


19- !5 


3124 


28.19 


19.15 


13. 9 


11.18 


14.18 


2. 6 


11.27 


14.17 


20.11 


16. 11 


31.26 G. 


20.11 


9.6 


31.26 


7.16 


11.15 


1. 6 


10.14 


23.19 


20.11 


20.11 


32.23 


6. 2 


26.23 


18.23 


15.24 


6. 9 


17. 22 


24.20 


11. 8 


23.19 


23.19 


19- !5 


23.32 


23.27 


10.14 


14.17 


11.27 


7.10 


8. 4 


26.22 


21.14. 


20.11 


32.27 


27.31 


6. 9 


9.18 


Drawn. 


10.17 



* These asterisks, wherever they occur, denote the moves which cause the 
loss of the game. 



22 



DRA UGHTS. 



27.24 
20.16 
24. 8 
17.14 
12.19 
14. 16 
8.12 
W. wins. 

G. 

25.22 

6. 9 

32.28 

9-13 
28.24 
10.14 
31.26 

13- 17 
22.13 
14.17 

I9-I5 
11.27 
B. wins. 

Oame 3, 

11.15 
24.20 

8. 11 
22.18 
15.22 
25.18 

4. 8 
29.25 
10.15 
25.22 
12.16 
21.17 

7. 10 Var. 

17-13 
8.12 

28.24 

9.14 

18. 9 

5- 14 
23.19 
15.23 
26.19 

3- 8 
31.26 
15.18 
22.15 
11.18 



32.28 

2. 7 
30.25 

7.11 

25.21 
18.22 
26.17 

n.15 
20.16 
15.18 
24.20 
18.22 
27.24 
22.26 

19-iS 
12.19 

13- 9 
6.22 

15. 6 
1. 10 

24. 6 
Drawn. 

Var. 

913 
17.14 
16.19 
23.16 

8.12 
14.10 

7.23 A. 

16. 7 
2.T1 

26.10 

6 o- 15 

28.24 

5- 9 
27.23 

1. 6 
31.26 

6.10 
32.28 

3- 7 
23.19 
W. wins. 

A. 
12.19 
27.23 

7.14 
23- 7 
W. wins. 



Crame 3. 


10. 7 


23-19 


11. 15 


18.23 


11. 16 


22.18 


7- 3 


26.23 


15.22 


23.27 


6. 9 


25.18 


3- 7 


13. 6 


8.11 


14.18 


2. 9 


29.25 


7-ii 


21.17 


4- 8 


27.31 


Drawn. 


25.22 


11. 16 




12.16 


31.27 


B. 


24.19 


16.20 


17.13 


16.20 


18.22 


ii. 16 


28.24 Var. 1. 


B. wins. 


28.24 


8.12 




!• 5 


32.28 


Var. 1. 


32.28 


10.15 


19.15 


7. 11 


19.10 


10.19 


26.22 


7.14 


23.16 


n.15 


30.25 


9.14 


B. wins. 


11. 16 


18. 9 




18.15 


5-i4 


Var. 2, 


3-8 


16.12 


17.14 


22.17 


11. 15 


11.15 


14.18 


27.23 


21.17 


2 3i4 


6.10 


16.19 


9.18 


3^.27 


31.26 


26.23 


8.11 


2. 6 


6. 9 


22.17 


I7-I3 


23.14 


15.18 


12.16 


9.18 


30.25 


25.21 


15.10 


2. 6 A. 


18.23 


8. 11 


23.19 B. 


Drawn. 


10. 7 Var. 2. 


11.15 




n.15 


28.24 


33-aiaie 4. 


7- 3 


6. 9 


11.15 


2. 7 


17.13 


22.18 


3-i9 


1. 6 


15.22 


16.32 


26.22 


25.18 


24.19 


7.11 


8. 11 


32.27 


19.16 


29.25 


31.24 


3- 7 


4- 8 


20.27 


24.19 


25.22 


17.14 


15-31 


12.16 


27.31 


22. 8 


24.20 


21. 17 


W. wins. 


10.14 


31.26 




27.24 


25.21 


A. 


8.12 


26.2a 


1. 6 


24.19 


17-13 


17-13 


7.10 


22.17 


11.15 


32.27 


14.10 


28.24 


9-13 


17.14 


7. 11 


18. 9 



DRA UGHTS. 



23 



14.17 


C. 


10.15 


30.28 


21.14 


30.26 


21.17 


11. 19 


10.26. 


9.14 


7.10 


20.15 


31.22 


10. 6 


27.24 


7.24 


7.10 


3- 8 


8.12 


25.27 


30-25 


24.20 ; 


17.13 


18.25 


10.14 


8. II 


9.14 


27.11 


25.21 


6. 1 


18. 9 


25-30 


13.17 


It. 15 


5.14 ( Var. 


11. 8 


22.13 


1. 6 


24.i9-< 1, 2, 


30.26 


6. 9 


15.19 


15.24 ( & 3. 


8. 3 


Drawn. 


20.16 


28.19 


26.23 




18.23 


14.17 


3- 8 




26.22 


32.27 


23.18 


B. 


23.26 


10.14 


8. 11 


11. 7 


16. 11 


27.24 Var. 4. 


10.14 


6.9 


26.30 


3- 7 , 


24.19 


13. 6 


11. 7 


30.25 Var. 5. 


18.23 


23.27 


30.26 


6. 9 


11. 16 


3 I - 2 4 


B. wins. 


13. 6 


14.17 


10.15 




1. 10 


21.14 


19.10 


D. 


22.13 


6.10 


12. 19 


16.12 


14.18 


14. 7 


24.15 


10.14 


23.H 


2.20 


18. 9 


i- 5 


16.30 


19-15 


28.24 


26.23 


25.21 


1. 6 


14.18 


5. 1 


10.17 


B. wins. 


24.19 C. 


23.19 


21.14 




18.23 


1. 6 


30.25 


Tar. 8. 


19.16 


19.15 


14. 9 


30.25 


9.14 


6. 2 


11. 15 Var. 6. 


14.17 


10. 6 


15." 


9.6 


25.21 


23.27 


2. 6 


2. 9 


3- 7 


6. 1 


3- 7 


13. 6 


21.14 


14.10 


6.10 


15.18 


10.17 


30.25 


14.18 


6. 2 


24.19 


27.31 


10. 3 


7.10 


15.24 


25.21 


18.14 


2. 6 


28.19 


31.26 


12. 8 


10.14 


7.10 


21.17 D. 


B. wins. 


6. 9 


32.27 


26.23 




25.21 


17.21 


i7- I 3 


6ame 5. 


31.26 


22.18 


10.14 


11.15 


14.17 


21.25 


1. 5 


22.18 


Drawn. 


18.15 


23.19 


15.22 




11. 18 


16.12 


25.18 


Var. I. 


20.11 


19- J 5 


8. 11 


23.19 


25.30 


5- 1 


29.25 


16.23 


23. 7 


15.10 


4. 8 


26. 19 


B. wins. 


1. 5 


25.22 


3. 7 




10. 6 


12.16 


31.27 


Var. 3. 


B. wins. 


24.20 


14.18 


31.27 



24 



JDRA UGHTS. 



i. 5 
23.19 A. 
16.23 
27. 9 

5-i4 
24.19 

15.24 

28.19 

11.15 

32.28 

15-24 
28.19 
3- 8 
26.23 
14.17 
22.18 
17.22 
B. wins. 



A. 

23.18 

14.23 
26.19 B. 
16.23 
27.18 
10.14 
18. 9 

5-14 
30.26 
12.16 
26.23 
14.17 
24.19 
15.24 
28.12 
17.26 
23.18 

6.10 
B. wins. 



B. 

27.18 
16.19 
32.27 G. 

5- 9 
20.16 
11.20 
18.11 
10.15 
22.17 

3- 7 
11. 8 

7.10 

8. 3 

9.14 

3- 8 
14.21 

8.11 

6. 9 
B. wins. 

C. 
22.17 D. 

I53I 
24. 8 

5- 9 
30.25 
31.26 
B. wins. 

D. 

26.23 
19.26 

30. 2 3 
10.14 
18. 9 

5.14 
23.19 

6.10 
32.27 
B. wins. 



Tar. £. 

22.18 

1. 5 
18. 9 

5-14 
19-15 
11.18 

20.11 
I2.l6 
27.24 
18.27 

24.20 

27.32 
31.27 
32.23 

25.12 

17.22 

11. 8 
14.18 

8. 4 
18.23 

4. 8 
22.26 
30.25 
26.30 
25.22 

30-25 
22.17 
25.21 
17.14 
21.17 
14. 9 
17.14 
Drawn. 

Var. 5. 

22.18 

i- 5 
18. 9 

5.14 

26.22 



17.26 

31.22 
14.17 
22.18 
17.22 

!9.i5 
16.19 

15. 8 
19.28 
18.14. 
28.32 

8- 3 

7.11 
23.19 
32.27 

3- 8 

2. 7 

8.15 

7.10 
14. 7 

6. 9 
B. wins. 

Var. O, 

2 5 .22f 

9. 6E. 

2. 9 
13. 6 
22.18 

6. 2F. 
18.23 

2. 6 
11. 15 

6. 2 

7. 11 

2. 6 
15.18 

6.10 
18.22 
10.14 
22.25 



14.17 

25.29 
17.14 
29.25 
14.10 
25.22 
10.14 
23.27 
14.10 
22.17 
31.26 
27.32 
26.23 
32.28 
23.19 
28.32 
B wins. 

E. 

9- 5 
22.18 
31.26 
11. IS 

5- 1 
7.11 

i. 5 
12.16 

13- 9 
16.19 
B. wins. 

F. 
31.26 

11.15 

6. 2 

7.11 

2. 6 
18.14 
26.23 
12.16 
B. wins. 



LOSING GAME. 

This game, which is lively and amusing, may, for variety's sake, be 
occasionally played. Although not ranked as scientific, it has its nice- 
ties, and requires considerable attention and management. 

The player who first gets rid of all of his men wins the game. Your 
constant object, therefore, is to force your adversary to take as many pieces 
as possible, and to compel him to make kings, which is accomplished by 
opening your game freely, especially the back squares. Huffing, and the 
other rules, apply equally to this game. 



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March's Dialogues and Speeches for Wee Tots, 

comprising a variety of short speeches and dialogues suitable 
to children from three to ten years old, and adapted to public 
and private exhibitions, school anniversaries, and other 
entertainments. 

Bound in board, cloth back. 35 cts. 

Paper cover 25 cts. 

Burdett's French and Yankee Dialect Recitations 
and Readings. This comprises the most amusing illus- 
trations of French, English, and Yankee dialect selected from 
all the best sources of the past and present, characteristic. 
Paper cover 25 cts. 

Haney's Exhibition Dialogues. A large collection of 
two, three, and four part pieces of a spirited description — 
carefully freed of the extravagance which characterizes many 
school pieces Paper, 25 cts. 

Ritter's Book of Mock Trials. An entirely novel idea. 
The trials are very amusing take-offs of actual scenes in 
court and daily life, adapted to performance by amateurs or 
professionals Paper cover, 25 ets. 

Drummer's Yarns ; or, Fun on the "Road," being the 
latest and funniest book published, consisting of the latest 
jokes, squibs, and " sells" in vogue among commercial 
travelers Price, 10 cts. 

Burdett's Shakesperean Recitations and Readings, 

consisting of choice readings and scenes from Shakespeare, 

adapted to amateur and professional recital. 

Illustrated paper cover 25 cts. 

For sale by all boolcsellers, or will be sent postpaid 
on, receipt of price. 

E322!CE:i J !BIODR PUBLISHING I3IOTJSSJ, 
2» & 31 Beekman St., New York, N. Y. 



New and Popular Books sent Free of Postage at Prices Annexed. 
Carpenter's Manual. —Instructs in the use of tools and 

the various operations of the trade, including drawing for carpenters, 
forms of contracts, specifications, etc, with plain instructions for be- 
ginners, and full glossary of terms used in the trade. Also gives plans 
and specifications for building a number of frame houses Illus- 
trated .......... -. , 50 cts. 

Detective's Club.— A most interesting book of detective 
life and adventure. Curious, amusing, and thrilling. Large illustrated 
volume 25 cts. 

Diseases of Dogs. — Their pathology, diagnosis, and treat- 
ment ; to which is added a complete dictionary of canine materia 
medica. A practical guide for every dog owner . Tells how to prevent 
as well as to cure diseases, and gives much information on care and 
.management of dogs If you have a valuable sporting or watch dog, 
for a pet dog of any kind, you should get this book for its valuable sug- 
gestions on care of dogs, and for handy reference in any emergency. 
It is thoroughly reliable, and simple and explicit in its language. 85 cts. 

Dog Training.— Chapters on dog training from the "Art 
of Training Animals." The following briefly gives an idea of its con- 
tents : Watch clogs, their selection and value, shepherd's dogs, differ- 
ent kinds and their respective merits and defects, their rearing and 
training. Vax-ieties and merits of sporting dogs ; preliminary train 
ing, lessons in the field ; water dogs. Performing Dogs — Simple tricks 
and training, to teach him his name, to leap, to walk erect, to dance, 
to jump rope, to sit and lie down at command, to beg, to give his paw, 
to sneeze, to speak for it, to fetch and carry, to bring you his tail in his 
mouth, to stand on a ball and roll it up and down a plank, to walk on 
stiltat to go up and down a ladder, to stand on his head, and walk on 

fore-legs, to " sing, " lump of sugar trick, to feign death 25 cts. 

j 

Dyer and Scourer. — A complete practical guide, designed 
especially for the use of job dyers. It includes dyeing silk, stuff, or 
mixed goods, cotton, raw wool scouring, scouring for job dyers, and 
job dyeing in all its branches 50 cts. 

Employment Seeker's Guide.— Gives advantages and 

objections of different trades and professions ; how to succeed in bus- 
iness ; how to get good situations, new openings, and much valuable 
practical information. Boys and young men will get useful hints from 
its pages that may assist them throughout their business career. Par- 
ents would find it a good book, interesting, as well as helpful, to place 
in the hands of sons or daughters, as the employments of women are 
also treated 25 cts. 

Fun Everlasting' — A large collection of choice humorous 
stories, jests, puns, witticisms, etc., which will afford hearty laughter, 
the whole illustrated by numerous comic engravings. You can invest 
a dime with certainty of being well pleased, to say nothing of giving 
your whole family something to amuse them into the bargain. It is 
one of the best selling funny books, and it pleases every time . .10 cts 

Furniture and Cabinet Finisher.— A guide to polishing, 

staining, dyeing, and other preparations of hard and soft woods, includ- 
ing the various imitations of costly woods, and a multitude of trade 
recipes, and secrets of the tx-ade .50 cts. 

EXCELSIOR PUBLISHING HOUSE, 29 & 31 Beekman St,, New York, N.Y, 
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New and Popular Books sent Free of Postage at Prices Annexed 
Art of Training Animals.— A complete guide for ama 

teur or professional trainers, giving all the secrets and mysteries O 
the craft, and showing how all circus tricks, and all feats of all per 
forming animals — from elephants to fleas— are accomplished. It also 
has an improved system of horse and colt breaking, breaking and 
training sporting dogs, care and tuition of song, talking, and perform 
ing birds, snake charming, bee taming, and many other things, making 
a large, handsome volume of over 200 pages and 60 illustrations. It 
would take a page of this catalogue merely to mention what the book 
contains. Every farmer and animal-owner will find this book valuable, 
and every boy who has dogs or other pets will find it a source of 
endless amusement. One gentleman writes us that his boys have 
organized quite a circus with their pets, who have been taught 
amusing and wonderful tricks from our book, and he proposes get. 
ting them a little tent. Remember this book at the holidays. It is a 
good present . . , 50cts. 

(An edition embracing also The Horseshoer's Manual and Youatt's 
Treatise on Diseases of the Horse's Foot, in one handsome cloth-bour '" 
volume, at $1.00.) 

Art of Wood Engraving, — A practical instructor "by 

which any one can learn a good trade. Many young ladies have had 
gratifying success, and executed very creditable and profitable work 
after a few months' practice. Profusely illustrated ....... .25 cts. 

Artist's Manual. — A practical guide to Oil and Water- 
Color Painting, Crayon Drawing, etc. By James Beard and other emi* 
nent artists. Now that so many are taking up art studies, this book 
meets a want which can be filled by no other single volume. It is very 
clear, full, and explicit, and teaches the best methods. Mr. Beard is 
widely and favorably known as an artist and writer, and his book may 
therefore be relied upon. It gives the able and conscientious aid of an 
expert, hence is peculiarly helpful. Illustrated — 50 cts. 



Bad Memory Made Good, and Good Made Better. — Shows 

how a wonderful power of memory may be acquired by a simple art, 
readily, and enables its possessor to achieve feats incomprehensible to 
those ignorant of the secret. It will be of great assistance to teachers, 
pupils, and professional men generally. Clergymen and speakers will 
save much time by its chapter on Speaking without Notes ; students 
preparing for examination will be greatly aided . . 15 cts. 

Baker's Manual. — This is a practical instructor in all 
branches of the business, including. American, French, and German 
styles of work, pastry, cake, and various kinds of bread, biscuit, etc. 
It gives many novelties whose recipes are sold at high prices, and any 
baker will find it pay him to get this book. A good idea of the real 
value of this book is given by the fact that the only similar work, 
scarcely as large, has been selling to the trade for $5 a copy. Any in- 
telligent cook can make the most palatable and attractive articles with 
the aid of our plain and simple directions. Special attention is directed 
to the line of fashionable cakes and pastries. The breadmaking in- 
struction is also very reliable and covers every variety. . . . 50 cts. 

EXCELSIOR PUBLISHING HOUSE, 29 & 31 Beekman St., New York, N.Y. 
P. O. Box 1144. 



Ritter's Mock Trials. 

Containing 15 Original examples of humorous Court 
scenes, adapted to performance by Amateurs or pro- 
fessionals. The only book of its kind ever published, 
being a source of pleasure, practice, and profit- 

CONTENTS. 

©'Ha:flFerty versus Tin Tung-.- Six Characters. 

Swearing In a Jury. — Seven Characters. 

An Efour in a Police Court.— Nine Characters. 

Moperin versus l>udcling-. — Eight Characters. 

The Confident Confidence Man. — Six Characters 

Long-Lost Oayoird -versus Amanda Meek.— Seven 

Characters. 
Solomon Jofeiots' CJreat Loss.— Seven Characters. 
Seraphina Frivol versus "Agueville Argus."— 

Seven Characters. 
The Trial of Augustus Swindle.— Seven Characters. 
That Great Water-Melon Case.— Eight Characters. 
The Case of the Widow Croly. — Seven Characters. 
Case of the People versus Thomas Cat.— Eight 

Characters. 
Sweet Feminine Justice.— Six Characters. 
Perilous Position of John Joseph James Jenk- 

inissinson.— Five Characters. 
The Mouse. A Court Scene. 

Containing 1T5 Pages. 



illustrated Paper Cover, - - Price 35 cts. 
Bound in SIxtra Cloth, Gilt, - " 50 cts. 



For sale by all Booksellers, or will be sent post-paid on 
•eceipt of price. 

EXCELSIOR PUBLISHING HOUSE, 

38 & 31 Beekmait St., If ew York, If. Y. 



BURDETT'S 

Heroic Recitations and Readings. 



Ballad of Roland Clare, The. 

Battle of Foutenoy, The. 

Battle of Ivry, The. 

Battle of Mongarten, The. 

Beau. 

Beth Gelert. 

kUll Gibbon's Deliverance. 

Bill Mason's Bride. 

Caldwell of Spring-field. 

Charge of the Light Brigade, 

The. 
Christian Maiden and the Lion, 

The. 
Cowardly Jim. 

Cm-few must not Ring To-night 
Death of "Old Braze." 
Defence of Lucknow, The. 
Diver, The. 

DowofaU of Poland, The. 
Execution of Montrose, The. 



CONTENTS. 

Execution of Queen Mary. 

Father John. 

Fireman, The. 

Glove and the Lions, The. 

Henry of Navarre before Paris. 

Heroism. 

Herve Riel. 

How he Saved St. Michael's. 

How Jane Conquest Rang the 

Bell. 
In the Tunnel. 
,1 ira Bludsoe. 

John Bartholomew's Ride. 
John Maynard. 
Kate Maloney, 
Karl the Martyr. 
Last Redoubt, The 
Leaguer of Lucknow, The. 
Leap of Roushan Beg, The. 
Little Hero, The. 



Lochinvar. 

Main Truck, The ; or, A Lea)' 

for Life. 
Marco Bozzaris. 
Martyrs of Sandomir, The. 
O'Murtogh. 
Phil: Blood's Leap. 
Polish Boy, The. 
Ride of Jennie McNeal. Th«. 
Sergeant's Story, The, of iliu 

Light Brigade. 
Seventh Fusileers, The. 
Ship on Fire, The. 
Spanish Armada, The. 
Spanish Mother. The. 
Supporting the Guns. 
Tom. 

Trooper's Story.. The. 
True Hero, A. 



Bound i» Illustrated Paper Cover. Price 25 Cents. 

BURDETT'S 

Patriotic Recitations and Readings, 



After the Battle. 

America. 

American Flag, The. 

Arnold Winkleried. 

Barbara Frietchie. 

Battle of Fort Moultrie, Tbe. 

Battle-Flag at Shenandoah. 

The. 
Battle of Bunker Hill. 
Battle of Lexington, The. 
Battle of Lookout Mountain, 

The. 
Battle of Gettysburg, The. 
Battle-Flags, The. 
" Bay Billy " 
Bivouac of the Dead, The. 
Blue and the Gray, The. 
Boston Boys. 
Caldwell of Springfield. 
Capture of Stony Point, The. 
Charge by the Ford, The. 
t'olumbia. 

Conquered Banner, The, 
Decoration Day. 



003ST TEJ3STTS . 

Drafted, 

Duty of the American Scholar. 
E Pluribus Unum. 
Ensign-Bearer, The. 
Foes United in Death. 
Fourth of July. 
G ' orgia Volunteer, The. 
G jn of New Orleans, The. 
John Burns of Gettysburg. 
Kearny at Seven Pines. 
Kelly's Ferry. 
Kentucky Belle. 
Little Regiment, The. 
Lookout Mountain, 1863. 
Miles Keogh's Horse. 
Nation's Hymn, The. 
Nation's Dead, The. 
Old Sergeant, The. 
Old Soldier's Story, The. 
Old Surgeon's Story. The. 
Old Soldier Tramp, The. 
Old Canteen, The. 
One iu Blue and One in 
Gray. 



Opposition to Misgovern 

ment. 
Our Whole Country. 
Our Country. 
Our Heroes. 
Paul Revere's Ride. 
Patriotism. 
Patriot Spy, The. 
Pride of Battery B, The. 
Revolutionary Rising, The. 
Saving of the Colors, The . 
Scott and the Veteran. 
Sheridan's Ride. 
Somebody's Darling. 
Sprig of Green, The. 
Stars and Stripes, The. 
Substitute. The. 
Sword of Bunker 

The. 
Tribute to our Honored 

Dead, A. 
Union and Liberty. 
Union of the States, The. 
Union Linked with Liberty. 



Hill, 



Bound in Illustrated Paper Cover. Price 25 Cents. 

For sale by all Booksellers or will "be sent, postpaid, oa 
receipt of price. 



German at a Glance. 

A new system, on the most simple principles, for 
Universal Self-Tuition, with English pronunciation of 
every word. By this system any person can become pro- 
ficient in the German language in a very short time. It 
is the most complete and easy method ever published. By 
Franz Thimm. (Revised Edition.) 

Bound in papes* cover, - price 25c. 

&ound In boards* with cloth back, . price 35c 8 

French at a Glance. 

Uniform and arranged the same as " German at a 
Glance/' being the most thorough and easy system for 
Self-Tuition. (Revised Edition.) 

BOund in paper cover, - price 25o. 

Bound in boards* cloth back, - - price 35c. 

Spanish at a Glance. 

A new system for Self-Tuition, arranged the same 
as French and German, being the easiest method of ac- 
%uiring > a thorough knowledge of the Spanish language. 
(Revised Edition.) 

Bound in paper cover, ... price 25c, 
Sound in hoards* cloth back, - - price 35c. 

Italian at a Glance. 

Uniform in size and style with German, French, and 
Spanish, being the most simple method of learning the 
Italian language. ( Revised Edition.) 

Bound in paper cover, » price 25c 

Bound in boards 3 ©loth back, - - price 35c. 



For sals by all Booksellers or will be sent, postpaid, on receipt of price. 

EXCELSIOR PUBLISHING HOUSE, 
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NEW AND POPULAR BOOKS SENT FREE OF POSTAGE AT PRICES ANNEXED, 

THE WATCH AND HOW TO REPAIR IT.-Contains 
instructions on adjustment of main-spring, escapement, passing hollow, 
and guard pin ; horizontal waiches, end stones, new escape wheels, fac- 
ing pinion, conical pivots, selection, polishing, and mounting wheels to 
lever watches ; frosting, suailing, forms of teeth of wheels, crown wheels, 
detects of watches, and a most useful set of tables of verge watch trains in 
reference to their conversion to levers. A very useful book. 57 illustra- 
tions. 250 pages. Cloth. Price $1.00 

PAYNE'S RULES OF ORDER, an A B C Guide to Parlia- 
mentary Law and the Transaction of Public Business. The whole based 
upon the best authorities, including dishing, McPherson, Roberts, Fish, 
and other well-known writers on Parliamentary Law and Practice, so 
arranged and simplified as to be readily understood. By F. M. Payne, 
author of "Payne's Business Letter Writer and Commercial Forms." 140 
pages. Cloth. Price 50 cts. 

PAYNE'S BUSINESS LETTER WRITER AND 

Book of Commercial Forms.— Containing specimen letters on 
all possible business topics, with appropriate answers. Forms. Agree- 
ments, Leases, Promissory Notes, Mortgages, Bonds, Receipts, and a host 
of other inlormation every business man should know. Cloth. . . 75 cts. 

HOYLE'S GAMES.— A new and complete authority on all games 
as played at this present time. It includes all the Card Games, Chess, 
Checkers, Dominoes, Backgammon, Dice, Billiards, Base-Ball, and all 
other field games. The rules of all the games in this book are in accord- 
ance with the modern practice of experts in every case, and the rules are 
expressed in clear language so as to be readily understood ; and where it 
is required, they are freely illustrated with descriptive diagrams. This 
is the best book for settling disputes or wagers, being recognized as the 
modern standard authority. Containing 500 pages. Bound in paper cover, 
50 cents; boards, 75 cents 5 cloth.. $1.50 

RITTER'S BOOK OF MOCK TRIALS. -An entirely novel 
idea. The trials are very amusing take-offs of actual scenes in court and 
daily life, adapted to performance by amateurs or professionals. Cloth. 
Price 50 cts. 

DE VERE'S WIT, HUMOR, PATHOS, AND PARO- 
dies.— Being a new and original collection of the author's best efforts 
in the field of wit, humor, and pathos. These beautiful selections have 
been delivered by some of the great " stars " of the " profession," and no 
doubt the " public" will be delighted to get those gems in such a com- 
pact form. Cloth. Price $1.00 

THE COMPLETE DEBATER. -Containing Debates, Out- 
lines of Debates, and Questions for Discussion. "How to Debate, and 
What to Debate." The great book for literary and debating societies, 
embracing nine complete Debates and 108 Debatable Questions, with 
parliamentary laws on the same. 200 pages. Bound in boards. 50 cts. 

DUNBAR'S COMPLETE HANDBOOK OF ETI- 

quette.— This work presents, in a clear and intelligible manner, the 
whole art and philosophy of Etiquette. Among the contents are : Bodily 
Deportment, Speak Grammatically, Self-Respect, Pedanrry. Social Char- 
acters, Traveling, Useful Hints on Conversation, etc., etc. Bound in 

boards, cloth back 50 cts. 

POEMS OF GEO. R. S I MS, author of " The Life Boat," "Ostler 
Joe," " Old Actor's Storv," "Kate Maloney," " Christmas Day in the 
Workhouse," " Billy's Rose," etc , etc. The Poems of Mr. Sims are 
especially adapted to recitation : indeed, many of our leading Elocution- 
ists owe their extended reputations to the opportunities of exhibiting 
their talents afforded by the poems of the author. With portrait of the' 
author. Complete. 325pages. 1 vol. 12mo, cloth, top gilt. Price. $1.50 

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j^ewand Popular Books sent Free of Postage at Prices Annexed 
Haney's Fancy Alphabets— For sign painters. Thi« 

work meets a want. It gives the fashionable styles of the day, and orig- 
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novelties of New York experts should get this work. It will help you 
to keep customers and get new ones . , . . . .50 cts. 

Home Recreations; or, How to Amuse the Young FolJcs,— 
Designed to afford fresh and agreeable entertainment for juvenile par- 
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and keep young folks out of mischief, and make them find employment, 
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Illustrated 25 cts. 

Horse-Sheer's Manual.— Includes preparation of foot, 
choice of shoes and their preparation, fitting, filing, nails and nailing, 
shoeing with leather, cutting, removing, etc. Also, Youatt's Treatise 
on Diseases of Horses' Feet. Bonner's famous horse, Dexter, owed 
much of his value to good shoeing, and with all horses it is of grave 
importance. This book should be in the hands of every professional 
horse-shoer, and every horse-owner .. . . . 25 cts. 

Hondin the Conjurer.— This life of the famous French 

Conjurer is full of interesting adventures, "more fascinating than fic- 
tion. ' ' Illustrated with numerous engravings 50 cts. 

How I Became a Ventriloquist.— Describing the methods 

by which the author acquired the amusing art, and also his diverting 
experience therewith ........... .10 cts. 

How t« Make Up for the Stage. — A practical illustrated 

guide for amateur theatricals, charades, tableaux, etc. This is invalu- 
able to any one getting up, or participating in, any of these entertain- 
ments .15 cts. 

Humors of Ventriloquism.— Full of the most entertain- 
ing and laughable scenes, etc . 10 cts. 

Hunters and Trappers' Practical Guide,— This little 

book has immense sale, and gives satisfaction every time. It is a prac- 
tical guide to gunning and rifle shooting, tells how to choose arms and 
ammunition, about different kinds of game, making and using traps, 
snares, and nets, baits and baiting trailing game, preserving, dressing, 
tanning, and dyeing skins and furs ; season for trapping, hints to trap- 
pers, fire hunting, pigeon catching, camping out; sporting vocabulary T 
recipes for sportsmen, secret of successful fishing. It has more in- 
formation than books costing $1 to $2, and must not be confounded 
with any catchpenny. It has fifty engravings. ............. 20 cts. 

Impromptu Speaker.— This is not a collection of set 

speeches, but guides the speaker in making his own. To point out the 
requirements of all ordinary occasions of impromptu speech-making, 
and to afford such aid as may be useful, are the aims of this little trea- 
tise. While avoiding formal rules and elaborate disquisitions, care 
will be taken to show clearly the things to avoid, as well as the things 
to strive for, in both the matter and the manner of the speech, and the 
particular points of etiquette to be observed 25 cts. 

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Painter's Manual. -A complete practical guide to house 

and sign painting, graining, varnishing, polishing, kalsomining, paper- 
ing, lettering, staining, gilding, glazing, silvering, analysis of colors, 
harmony, contrast, philosophy, theory, and practice of color, princi- 
ples of glass staining, etc. Including a new and valuable treatise on 
How to Mix Paints. This book is the best general treatise on the paint- 
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found hints and helps which they had not happened to learn with years 
of practice. To the learner the book is simply indispensable 50 cts. 

Phonographic Hand-Book.— For self-instruction in the 
modern improved system, used by practical reporters in the courts of 
law and on the newspapers. It unites simplicity with thoroughness, 
and is the best work for beginners. 25 cts. 

Rapid Reckoning, —System of the famous u Lightning 

Calculator," whose exhibitions seemed almost miraculous; any one can 
learn and apply ; valuable to clerks, bookkeepers, teachers, and busi 
ness men. " This is not a gift, but a scientific process. * * * It will 
be of immense advantage in trade, commerce, and science, and revolu 
tionize the tedious mode of addition throughout the world."— N. Y. 
Tribune. It is not a '• table-book, " but the art of performing arithmet- 
ical calculations with almost instantaneous speed by processes fully 
taught and easily learned by this book. .25 cts. 

Rogues and Rogueries of New York.— Exposes all 

frauds and swindles of the great cities, from confidence operators to 
quack doctors, and swindles and humbugs by mail. Nearly 100,000 cop- 
ies haVe been sold, and it has broken up many swindles. It is highly in- 
teresting, as well as valuable. If you haven't read it, don't fail to do 
60. Illustrated .25 cts. 

Royal Society Drawing Book.— This book took the prize 

offered for the best by the London Society of Arts. It advances the 
learner radidly, at the same time making him thorough in all he learns. 
It is adapted to self -instruction or use in classes. It has the quickest 
and best methods, clearly presented. Its instructions are exact and 
always to the point, and so clear that the learner cannot go astray. It 
is profusely illustrated, covering the whole ground of Free hand Out- 
line from Outline or from the Flat, Free-hand Outline from Objects or 
from the Round, and Practice of Free-hand Outline from Solids and 
Keal Objects. If you want to learn drawing understandingly and cor- 
rectly as well as rapidly, this is the proper guide 50 cts. 

Scene Painting and Painting in Distemper.— This 

work gives not only full instructions in the preparation of the colors, 
drawing for scene painters, stage settings, but also useful information 
regarding stage appliances and effects. It has numerous illustrative 
diagrams and engravings $1.0iJ 

Secrets Worth Knowing.— A guide to the manufacture 
of hundreds of useful and salable articles, including patent medicines, 
perfumery, toilet, and dental articles, and many others easily made at 
trifling cost; selling readily at large profit. A single article may afford 
livelihood to person making and introducing to the public; storekeep- 
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money in any community.... 25 cts. 

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EXCELSIOR 8ELECTIONS.-A, collection of 

the most popular and successful Readings and Recitations adapted 
for Public or Parlor Entertainments. It is the newest and handsomest 
book of its kind ever published. Bound in elegant cloth, with gold back 
and side stamps, and red burnished edges, containing 500 pages, 
Price #1.00 

GUNSMITH'S MANUAL. -This work covers de- 
scriptions of guns and pistols, fitting up a shop, general gunsmithing ; 
taking apart, cleaning, and putting together ; tools required ; how to 
make tools ; the \* ork-bench ; working in iron, steel, copper, brass, 
silver, and wood ; gun-stocks, gun-barrels, tools for breeching guns, 
tools for chambering breech-loading barrels, etc., etc, A handsome 
volume of nearly 400 large pages, with numerous engravings, dia- 
grams, and plates. Cloth. Price $2.00 

THE STANDARD SIGN WRITER. -This 

book is very generally recognized as the standard work on the subject. 
Its instructions are clear, precise, and practical, and cover just the 
ground desired by most of .the profession. Price $2.00 

COPLEY'S PLAIN AND ORNAMENTAL. 

Alphabets.-— With Examples in every style. Also, the Mechani- 
cal and Analytical Construction of Letters, Figures, and Titles. With 
Designs for Titles, Ciphers, Monograms, Borders, Compasses, Flour- 
ishes, etc., designed as a Text-Book for the use of Draughtsmen, Civil 
Engineers, Surveyors, Architects, Engravers, Designers, Sign Paint- 
ers, Schools, etc, Drawn and arranged by Frederick S. Copley. Large 
quarto, extra cloth. Price $3.00 

BOOK OF JAPANESE ORNAMENTA* 

tion.— A collection of Designs adapted to the use of Decorators, 
Designers, Sign Painters, Silversmiths, and others, It meets the want 
created by the prevailing fashion for "Jap," and will be found highly 
useful for a variety of purposes. The designs are all practical, 
and range from the simplest styles to the most elaborate work. 
Price.... $3.00 

BURDETT'S WORLD OF HUMOR. T This 

novel compilation is made to meet the wants of the many who are 
always searching for the latest and most popular gems of humor. It 
comprises all the best pieces in the different dialects, as follows : 
Yankee, Irish, French, Dutch, and Negro. Containing 500 pages. 
Bound in cloth, with characteristic design in black and gold stamps. 
Price $1.50 

THE STANDARD HOYLE.— A new and reliable 
authority on all games now played in the United States. This book is, 
without question, the most complete on the subject, containing in ad- 
dition to all the games of skill and chance, thirty-five new games never 
before published in any book. Every game in our Hoyl© can be played 
from the Rules and explanations there given, which is mt the case with 
every Hoyle published. All the new games given are now popular in 
some portion of our country. In short, there is no book of its class that 
contains so much matter ; so much that is new, or presents it so accepta- 
bly to the reader, Containingsoopp., large iamo, extra cloth. $1.50 

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LIBRARY OF CONGRESS 



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